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Everything posted by Boeroer
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Barbarians: - Instrument of Boundless Rage (bit too expensive) + - Heart of Fury (Carnage doesn't stack) + - Blood Surge (supergood with Blood Thirst and the roars or Instrument oBR) ++ - Barbaric Retaliation (great with a high AR setup) ++ - Driving Roar (1 rage for masssssive dmg and CC) +++ - Dazing Shout (1 rage for good dmg in a huuuuge AoE and CC) ++ - Shape Ward: Blood (stacks with Steel Garrotte and Old Siec) + Rogue: - Gambit (with high crit rate and dual wieldig no cost) ++ - Vanishing Strike (invisibility doesn't break: 100% Backstabs all the time) +++ Druid: - Avenging Storm (Blunderbusses or Hand mortars: phew!) ++ - Pollen Patch (jeez the healing!) + - Great Maelstrom (try Fury with Deltro's Cage + Voulge: +5 Power Level; in theory a Fury with all 4 PEN talents should get +5 PEN with it on top) +++ Wizard: - K's Freezing Rake (Illusion that does dmg? Sign me in!) + - Meteor Shower ++ - Missile Salvo (only really great with Empower) + - M's Piercing Sigil (so strong if you are doing melee) ++ - Cloak of Death (same, unf. doesn't stack with Piercing Sigil) ++ Chanter: - Song of Carnage (those weapons are strooong) + - Eld Nary's Curse (scales beautifully with Power Level and Chanters get Sasha's Singing Scimitar...) +++ Ranger: - Whirling Strikes (also works with mortar/ranged weapons with a melee one info the offhand) ++ - Heartseeker (barely...) + - Imbue: Death (multiple procs of Death Ring with jumps) +++ Priest: - all (except the summons and Crowns, but nothing too exiting) + - Spark the Souls (with a Beckoner in the party) ++ - Sigil of Rymrgand (I love that pull effect) ++ - Hand of Wael and Woe (tick is 1 sec and it heals on tick while damages foes on tick) ++ - Sigil of Eothas (healing + dmg = no brainier. I use it in every encounter) ++ Fighter: - Clear the Path (very powerful with AoE effects on weapons, works with ranged weapons if you put a melee one in the offhand) +++ - Clean Sweep (same) - Chopping Wood (with the above - think Karabörü...) Paladin: - Devine Retribution (works with summons) ++ Monk: - Resonant Touch (game breaking with AoE weapons) +++ - Whispers of the Wind (best with AoE weapons and Resonant Touch, PL scaling is great plus invisibility/Stalking Cloak) +++ - Razor's Edge (stacks with everything) ++ - Empowered Strikes (currently doesn't work with Whispers otW - if fixed +++) + - Inner Death (see Empowered Strike) + Cipher: - Shared Nightmare (AoE gets so big - best with Beguiler) ++ - Death of 1000 Cuts (bosskiller, stacks with Combusting Wounds, way better than Disintegration) ++ - Driving Echoes (very helpful for casters) ++ - Time Parasite (stacks with itself,got up to 175% speed) +++ - Reaping Knives (Soulblade and Ascendant laugh their arses off) ++ General: - Prestige (in most cases very nice, also see scaling of Transcendent Suffering and everything that adds jumps or projectiles with PL) + I can't emphasize enough how good the Barb's PL9 shouts are combined with Blood Surge and Blood Thirst. Also Monk with Whispers of the Wind + Resonant Touch. Fighter's Clean Sweep or Clear the Path are superexploitable with weapons that have AoE effects or proc off many hits (Karabörü, Engoliero, Mortars, Powder Burns, Blinding Smoke (Hand Mortar), Amra, Scordeo's Edge etc.) The ratings are heavily influenced by what I like/how fun it is to use. For example Whispers of the Wind is not only great but also superfun to watch. Avenging Storm as well (but breaks your frame rate).
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I also think that with the DLCs and Megabosses you can never have enough ACC. Playing a Bleak Hunter/Arcane Archer with Spearcaster atm. The ACC is stellar obviously (two times ACC bonus from Arcana plus Ranger stuff plus party buffs). And it's so helpful - also to tackle higher level bounties and so on. Speaking of Hunter's Claw: you can speed up the build-up of ACC if you use a blunderbuss in the mainhand and a melee weapon in the offhand. Use Driving Flight to get up to 8 ACC per use of Hunter's Claw. Also works with the upgrades of course.
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Don't take Shattered Pillars! It's just bad (not as bad as Forbidden Fist, but still bad). Only 5 wounds max (that means only +5 INT or +5 CON max with Iron Wheel or Turning Wheel). And you have to use auto-attacks to regain wounds. I mean sure: a Shadowndancer does lots of damage even with auto-attacks. But why would you want to do auto-attacks if you can spam abilites all day long and get less max wounds? If you worry about wound genration take Nalpasca. Add Enduring Dance and you will have plenty of wounds al the time even without getting hit. But you get hit from time to time anyways...
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Monk seems to be the answer: basically unlimited resource pool and great dmg potential. Also needs some micro to get the most out of his abilities. For real good dmg really on multiclass with Rogue and become a melee Shadowdancer. Use Sun&Moon for the main hand and Scordeo's Edge for the offhand and pick Swift Flurry and later Heartbeat Drumming. Sun & Moon hits twice per swing to the chance to crit and trigger an additional crit is higher. Scordeo's Edge gives you lots of ACC via Adaptive. I mainly use Stunning Surge as active ability (nearly always no Mortificaton loss due to lots of crits) you can of course have a lot more. Pick items and abilities around crits (Enervating Blows, Improved Critical, Precognition amulet) and add some lashes (Hylea's Gloves for example). Target low defense enemies as priority. Like casters and such. Use Escape and Flagellant's Path to zip around the battlefield and take those out very quickly. Persistent Distraction unlocks Deathblows right on engagement. The dmg bonus of Rogue paired with the lash of Turning Wheel is good. Or single class Monk. Not as strong dps-wise as Shadowdancer - until the late game where it totally takes off (Resonant Touch + Whispers of the Wind + Stalking Cloak = bonkers). Something like that. Subclasses not that important for the base concept. I'm doing a Debonaire/Helwalker test at the moment and it's pretty great (first charm a squishy for the sweet 100% crit chance and then one-shot it ).
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Lord Admiral Imp Bounty
Boeroer replied to AeonsLegend's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
They also go hostile if an enemy hits them. This could get fixed. Also that bystanders flee and don't run into the fights as if it's a dinner party. -
Yes, you need to multiclass with Ranger to make that happen. They should really make a passive that lets you cast such things on either mind controlled enemies or directly on enemies. By the way: can you cast such powers directly on enemies if you are confused? And speaking of Ranger and Ciphers: can you cast Reaping Knives on a fellow's animal companion?
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But Wizard/Druid with Deltro's Cage and Lord Darryn's Voulge + Chromoprismatic Staff would work. Switch to staff when casting Wizard's spells (+3 PL with shock spells, +1 with others) and to the Voulge when casting Druid spells (+2 to all electricity spells that are not of storm - like Nature's Terror, +3 to all Storm spells that are not of electricity - like Blizzard, and even +5 to all storm spells that also have electricity - like Returning/Relentless Storm).
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Fun fact: in PoE it didn't matter if you walked out of range after an attack had been initiated. You'd get hit anyway (if the roll was successful). In Deafire they implemented the described "out of reach" feature - which was a good thing in my opinion. Grog lets you do the stuff that a rogue can do when his Defensive Roll kicks in - or what a Barb can do after activating Wild Sprint. And you can always move - recovery will not stop you like it might prevent Escape or Evasive Roll.
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Computer Scientist (mostly Software Architecture and -Engineering).
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D&D grognards saw PoE in beta and hated the engagement mechanics. Infinity Games have no engagement. You can rund around like headless chicken to the music of the Benny Hill Show and won't get punished. And because that's the superior thing they hated the new thing. Had nothing to do with nostalgia or being retrogressive or so... Engagement enables you to do disengament attack, yes. It also stops your movement for a short time. If you point your char to point X and he will get engaged on the way he will stop. You have to actively move him away (and eat a diseng. attack).
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Ah. Unfortunately Wizards have no spells that are keyworded with "storm". Only the Druid spells Dancing Bolts, Blizzard, Hailstorm, Returning Storm, Relentless Storm, Maelstrom and Avenging Storm have that keyword (maybe I missed one). Tekehu's Chanter Invocations that are copied from Druid also count.
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I binds to Barbarian, Druid or Fighter. Since you can't bind it to Wizard it can do nothing for your shock spells. Maybe you are looking for Deltro's Cage? It will give a Wizard +2 PL to all shock spells. With Deltro's Helm you can even get a lash for your spells if you shock yourself a bit. You can add Chromoprismatic Staff for another Power Level. With that plate you will look more like Emperor Tummypatine though.
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No it is not. You confuse damage per second (DPS) with damage pet hit. Disintegrate has not very high dps. Amplified Wave is nice but pales if compared to some other abilites that do more dps (damage per second). Luckily it also has a CC component that is nice. I find Ectopsychic Echo pretty mediocre because it's a fiddly thing. I usually waste too much attention and time on managing it which could be used better with other stuff. The dmg is ok. The fast ticking is better (Death of Thousand Cuts, Combusting Wounds). But since when does INT prolong its duration?
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Erm... you wrote that already. On the first page. It's def. not one of the top dps builds in the game. Where exactly comes the dps from? Disintegration has not very high dps nor has a hunting bow + lash in the hands of a Trascendent top dps potential. Last time I checked Ectopsychic Echo's duration was fixed and not influenced by INT. Did that change?
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The Debonaire gets 100% crit conversion on charmed enemies. Beguiler casts Ring Leader, Debonaire then casts whatever friendly fire spell (direct damage like Fireball etc mostly, since targets flip after getting damaged). All his hits get converted to crits which takes away the PEN issue completely and gives yome nice bonus damage (with Precognition and Improved Crits is a +60% damage, sometimes even overpenetration). DoTs like Pernicious Cloud are also good since they get +50% duration. You need something that does friendly fire - or you choose single target spells. Most of them can be targeted on allies (Necrotic Lance etc.).
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I have seen plenty mention of this pet - by me in the bug forum. Because several players did file bug reports: they suddenly died on K.O. and that must be a bug, right? Some of them attached savegames. An what could one find in those? It's quite the fun pet. Also because it points at the D&D grognards that complained so hard about the engagement and endurance/health mechanics when PoE's beta came out.
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